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author | Pacien TRAN-GIRARD | 2016-04-10 15:41:30 +0200 |
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committer | Pacien TRAN-GIRARD | 2016-04-10 15:41:30 +0200 |
commit | 32d00b913c713856f52e932dc885a44ef44586d4 (patch) | |
tree | eeee459428ceeb74a0c01431e1f0d5d868c3d6b4 | |
parent | 47d0af345b35660906523f9eefcf49930fe1c098 (diff) | |
download | xblast-32d00b913c713856f52e932dc885a44ef44586d4.tar.gz |
Simplify path evolution and enable bombed cell exit on opposite direction
-rw-r--r-- | src/ch/epfl/xblast/SubCell.java | 2 | ||||
-rw-r--r-- | src/ch/epfl/xblast/server/GameState.java | 53 |
2 files changed, 27 insertions, 28 deletions
diff --git a/src/ch/epfl/xblast/SubCell.java b/src/ch/epfl/xblast/SubCell.java index 531de01..adb0f9b 100644 --- a/src/ch/epfl/xblast/SubCell.java +++ b/src/ch/epfl/xblast/SubCell.java | |||
@@ -81,7 +81,7 @@ public final class SubCell { | |||
81 | * @param subCell the other SubCell | 81 | * @param subCell the other SubCell |
82 | * @return the distance | 82 | * @return the distance |
83 | */ | 83 | */ |
84 | private int distanceTo(SubCell subCell) { | 84 | public int distanceTo(SubCell subCell) { |
85 | return Math.abs(this.x - subCell.x) + Math.abs(this.y - subCell.y); | 85 | return Math.abs(this.x - subCell.x) + Math.abs(this.y - subCell.y); |
86 | } | 86 | } |
87 | 87 | ||
diff --git a/src/ch/epfl/xblast/server/GameState.java b/src/ch/epfl/xblast/server/GameState.java index 702fa37..2818f26 100644 --- a/src/ch/epfl/xblast/server/GameState.java +++ b/src/ch/epfl/xblast/server/GameState.java | |||
@@ -202,11 +202,11 @@ public final class GameState { | |||
202 | Set<Cell> bombedCells1, Board board1, Set<Cell> blastedCells1, | 202 | Set<Cell> bombedCells1, Board board1, Set<Cell> blastedCells1, |
203 | Direction requestedDirection) { | 203 | Direction requestedDirection) { |
204 | 204 | ||
205 | // 1. Compute the new path | 205 | // 1. Compute the new path to follow |
206 | Sq<Player.DirectedPosition> path1 = GameState.nextPath(player0, requestedDirection); | 206 | Sq<Player.DirectedPosition> updatedPath = GameState.nextPath(player0, requestedDirection); |
207 | 207 | ||
208 | // 2. Check possible collisions and update the Sequence if necessary | 208 | // 2. Follow the path if the Player can (moving life state and no collision) |
209 | Sq<Player.DirectedPosition> directedPos1 = GameState.handleCollisions(player0, path1, board1, bombedCells1); | 209 | Sq<Player.DirectedPosition> directedPos1 = GameState.moveAhead(player0, updatedPath, board1, bombedCells1); |
210 | 210 | ||
211 | // 3. Apply damages and generate a new LifeState Sequence | 211 | // 3. Apply damages and generate a new LifeState Sequence |
212 | Sq<Player.LifeState> lifeStates1 = GameState.nextLifeState(player0, directedPos1, blastedCells1); | 212 | Sq<Player.LifeState> lifeStates1 = GameState.nextLifeState(player0, directedPos1, blastedCells1); |
@@ -240,11 +240,9 @@ public final class GameState { | |||
240 | * @return the next path | 240 | * @return the next path |
241 | */ | 241 | */ |
242 | private static Sq<Player.DirectedPosition> nextPath(Player p0, Direction requestedDir) { | 242 | private static Sq<Player.DirectedPosition> nextPath(Player p0, Direction requestedDir) { |
243 | Sq<Player.DirectedPosition> path1 = GameState.newPath( | 243 | return GameState.newPath( |
244 | Player.DirectedPosition.moving(p0.directedPositions().head()), | 244 | Player.DirectedPosition.moving(p0.directedPositions().head()), |
245 | GameState.nextDirection(p0, requestedDir)); | 245 | GameState.nextDirection(p0, requestedDir)); |
246 | |||
247 | return p0.lifeState().canMove() ? path1.tail() : path1; | ||
248 | } | 246 | } |
249 | 247 | ||
250 | /** | 248 | /** |
@@ -299,39 +297,40 @@ public final class GameState { | |||
299 | /** | 297 | /** |
300 | * Checks for possible collisions and update the path if necessary. | 298 | * Checks for possible collisions and update the path if necessary. |
301 | * | 299 | * |
302 | * @param player0 the Player | 300 | * @param path the current path projection |
303 | * @param projectedPath the current path projection | 301 | * @param board1 the updated Board |
304 | * @param board1 the updated Board | 302 | * @param bombedCells1 the Set of bombed Cell-s |
305 | * @param bombedCells1 the Set of bombed Cell-s | ||
306 | * @return the corrected path | 303 | * @return the corrected path |
307 | */ | 304 | */ |
308 | private static Sq<Player.DirectedPosition> handleCollisions(Player player0, | 305 | private static Sq<Player.DirectedPosition> moveAhead(Player player0, |
309 | Sq<Player.DirectedPosition> projectedPath, | 306 | Sq<Player.DirectedPosition> path, |
310 | Board board1, Set<Cell> bombedCells1) { | 307 | Board board1, Set<Cell> bombedCells1) { |
308 | |||
309 | if (!player0.lifeState().canMove()) | ||
310 | return path; | ||
311 | 311 | ||
312 | Cell projectedCell = GameState.nextCentralPosition(projectedPath).containingCell(); | 312 | if (GameState.isColliding(path, board1, bombedCells1)) |
313 | if (GameState.isColliding(player0, projectedCell, board1, bombedCells1)) | 313 | return path; |
314 | return Sq.repeat(1, player0.directedPositions().head()) | ||
315 | .concat(projectedPath); | ||
316 | 314 | ||
317 | return projectedPath; | 315 | return path.tail(); |
318 | } | 316 | } |
319 | 317 | ||
320 | /** | 318 | /** |
321 | * Returns T(the player is colliding with an object). | 319 | * Returns T(the player is colliding with an object). |
322 | * | 320 | * |
323 | * @param player0 the Player | 321 | * @param path the path |
324 | * @param projectedCell the projected next Cell | 322 | * @param board1 the updated Board |
325 | * @param board1 the updated Board | 323 | * @param bombedCells1 the Set of bombed Cell-s |
326 | * @param bombedCells1 the Set of bombed Cell-s | ||
327 | * @return T(the player is colliding with an object) | 324 | * @return T(the player is colliding with an object) |
328 | */ | 325 | */ |
329 | private static boolean isColliding(Player player0, Cell projectedCell, Board board1, Set<Cell> bombedCells1) { | 326 | private static boolean isColliding(Sq<Player.DirectedPosition> path, Board board1, Set<Cell> bombedCells1) { |
330 | if (!board1.blockAt(projectedCell).canHostPlayer()) | 327 | SubCell nextPos = path.tail().head().position(); |
328 | if (!board1.blockAt(nextPos.containingCell()).canHostPlayer()) | ||
331 | return true; | 329 | return true; |
332 | 330 | ||
333 | if (bombedCells1.contains(projectedCell) && projectedCell.equals(player0.position().containingCell())) | 331 | SubCell nextCentralPos = GameState.nextCentralPosition(path.tail()); |
334 | if (player0.position().distanceToCentral() <= Board.BOMB_BLOCKING_DISTANCE) | 332 | if (bombedCells1.contains(nextCentralPos.containingCell())) |
333 | if (nextPos.distanceTo(nextCentralPos) <= Board.BOMB_BLOCKING_DISTANCE) | ||
335 | return true; | 334 | return true; |
336 | 335 | ||
337 | return false; | 336 | return false; |